This is yet another tough one, I was planning on replacing modded weapons with their base counterpart. In the previous version we made Burkes silenced 10mm a unique weapon. I had a working setup that made merchants sell mod kits, no where near as widely available as in NV, but they were still around.

In my opinion, weapon mods are the best thing about NV, but it is stupid that they don't work on NPCs. Completely defeats the purpose. But I don't see a solution to that.

I think a more pressing issue is adding mod kits to FO3 weapons. And I think with a resource like WMK at our disposal the sky should be the limit.

Mods that make no sense (.32 silencer, eww) or ones that won't work with the new system (Auto fire) should be replaced with something. Nothing says we can do mods that only upgrade internal parts either.

I agree, one of us (Chuck perhaps?) needs to contact the guy who made weapon mod kits and see if he would be willing to let us use his meshes, or even help us create new meshes if we need to change some internal parts (generally FNV weapons have SOME indication of change, even for parts mods). His meshes are not sighted and would, therefore, need to be fixed for sights, something I am incapable of doing.

This is yet another tough one, I was planning on replacing modded weapons with their base counterpart. In the previous version we made Burkes silenced 10mm a unique weapon. I had a working setup that made merchants sell mod kits, no where near as widely available as in NV, but they were still around.

In my opinion, weapon mods are the best thing about NV, but it is stupid that they don't work on NPCs. Completely defeats the purpose. But I don't see a solution to that.

Fortunately there are only two weapons that fall into this. The Scoped .44 Magnum is only used by a handful of NPCs, none of which are going to need the scope to snipe at you; the unscoped magnum could easily be used in its place with no issues whatsoever. The Silenced 10mm Pistol is ONLY used by Mister Burke, and I think the method of making it unique was a good idea. It certainly provides a way to restore the increased critical chance that the old Silenced 10mm Pistol had.

Now as far as weapons you find, I had a thought on that: in certain places where you would normally find a Scoped .44 Magnum or a Silenced 10mm Pistol, say in boxes and such, include the weapon and the mod. Not very many - we don't want to be overrun with weapon mods - but a few key locations could be a nice bonus.

As for the rest of the weapon mods, I agree that they are one of the best things about NV versus FO3. We should definitely have merchants selling a small subset of them in the CW, if only the ones that apply to CW weapons.

IMO I think the team should stick with NV's version of adding mods. FNV only allows a max of 3 mods, while WMK allows you to add more than 4 mods, possibly making the vanilla FO weapons stronger, depending on the situation. That said, I can think of some mods for FO3 weapons that would work well. I can model a bit, but I can't texture to save my life.

I also think that the mods in DC should look like jury-rigged mods, because DC doesn't have the luxury of having the Gun Runners making milspec mods left and right.

Integrating WMK is a dream come true. And I am all for Mr.Burke having a unique pistol, though "Mr.Burkes 10mm pistol" is a slightly boring name. Maybe "Burkes Backstabber" (he tries to shoot Simms in the back)

Distributed weapon mods, like in FNV is the best solution. Using the WMK resources should result in no problem producing weapon mods.

I'll even throw in that I'll make a WMX patch for TTW when all is done and ready.

As for making NPCs use weapon mods. That's....open for debate. It is technically possible to add weapon mods to NPC weapons, they just won't be visible on the gun when they have it equipped. Of course, doing this requires NVSE, and is actually a mod I have intention to make anyway. It would of course be cross compatible with any mod, which means it would work with TTW.

Distributed weapon mods, like in FNV is the best solution. Using the WMK resources should result in no problem producing weapon mods.

I'll even throw in that I'll make a WMX patch for TTW when all is done and ready.

As for making NPCs use weapon mods. That's....open for debate. It is technically possible to add weapon mods to NPC weapons, they just won't be visible on the gun when they have it equipped. Of course, doing this requires NVSE, and is actually a mod I have intention to make anyway. It would of course be cross compatible with any mod, which means it would work with TTW.

Speaking of doing patches and weapon mods. If we could get some outreach from Jax or someone here. I've done a not insignificant amount of work adding weapon mods to many of the FO3 weapons in the Project Nevada patches. All the weapons have IS, and most have 2 or 3 mods. I got permission from antistar way back to use the models, and from what I understand you guys have that same permission. So feel free to use those models (assuming you haven't made your own).

I'd also like to provide input on adding more weapon mods, as well as creation of more models.

I am currently working on creating new weapon mods meshes for DC weapons, what Antistar did was awesome, but, having access to all the NV models as well as DC models, our options are much more open than his, of course I use WMK as inspiration when necessary. Currently Chinese Assault Rifle has a night vision scope, a silencer, and a laser sight. The Chinese Pistol has a low power scope, an extended clip and a laser sight. I stopped there for now to focus on other projects.

I'd suggest Burke's 10mm become a unique, and the other silenced 10mm's get swapped out for the .22LR Ruger, with any 10mm rounds nearby being swapped for .22's. The scoped .44's should just be replaced with regular .44's, unless you can find an NPC who resembles the Ayatollah of Rock'n'Rolla to give a unique scoped revolver to. It was silly that they made them all scoped in vanilla, homage or not.

"The Personal Touch" sounds like a fine name for Burke's piece. "Executive Decision" or "License to Kill" would work too, or anything else that brings to mind shady wet-work spy type operations.

I guess my point for asking was that I'm willing to work on either creation of models (provided base weapon models) for modded weapons, or integration of the weapons into the game. Full integration of weapon mods is about all that's holding me back from playing. That and converting all my applicable Fallout 3 mods to work correctly.

I'd rather not use the weapon mod kits mod. The same guy makes a mod called wmx for New Vegas, which fairly comprehensively covers all the weapons that aren't thrown (grenades, kinves, spears, etc. I've contemplated doing those myself,) and he'd probably be more than willing to help you develop weapon mods for TTW F3 weapons, and even has a few weapons fully kitted out, like the assault rifle and chinese variant, and the ripper. I'd rather not fall back to an archaic system when we've already upgraded to something more efficient to use.

We are not going to implement or use Antistar's WMK for FO3, I'm not sure where that even came from.

We are putting together our own set of mods for all FO3 weapons that were not in FNV. For the record that is .22 Revolver, Chinese Assault Rifle, Assault Rifle, Chinese Pistol.

In another thread I was kicking around the idea of modding the FO3 craftables as an incentive to acquire more blueprints. If we decide to go with that, we also need mods for the Dart Gun, Rock-it Launcher, Shishkebab and Deathclaw Gauntlet.

Dart Gun: Some form of upgraded "string" to replace the surgical tubing; increased condition or projectile speed. Cut down parts to reduce weight; remove the paint container. It doesn't really work with anything else, because of the animation and the fact it's a single shot weapon. Maybe upgraded string to increase speed, and another upgrade to increase durability.

Rock-it Launcher: High Power Motor; increases fire rate. Big Hopper; increases clip capacity, though this one depends on how the ammo for this weapon is handled. Third could be some form of upgraded components for increased durability, or replacement of items for decreased weight.

For the Shishkebab and deathclaw gauntlet, Antistar had a pretty good idea in WMX for modifying melee weapons. Though I'm not sure about the whole "silicon blocks" thing in the wasteland.

Are you guys still doing anything with this? Or maybe someone has already done it? I've started to do something like this, but it only uses vanilla content. For example the NV Plasma Rifle only has one mod, a Plasma Accelerator, so with Harkness' unique A3-21's Plasma Rifle I've only put the single mod on it. I guess I could add more to it, but the model would not change because as I said I'm only using vanilla resources. Also I'm only concentrating on uniques, seeing as NV and FO3 normal weapons are one and the same.

So would I be wasting my time if it's already being worked on or should I continue?

What you are doing isn't what we were discussing anyway. TTW will not be adding mods to unique weapons but TTW will be adding mods to FO3 weapons. Which has been met with troubles constantly and has no ETA at all.

Not sure if this is the best place to ask this, but I noticed that when I look at various weapons in the vending machines of the wasteland mod, a lot of them have effects like "dummy knife effect" or something like that. I also noticed that some weapons that had innate effects in Fallout 3 don't seem to have them anymore. For instance, the Deathclaw Gauntlet doesn't mention anything about ignoring armor like it did in Fallout 3. Does it still do that and just not show up as an effect or does it just do raw damage now?

As a test, I bought a Deathclaw Gauntlet from one of the vending machines of the wasteland (I assume it doesn't actually change the weapon, just adds it to the sell list). I went to the tunnels leading to Meresti and tried out the gauntlet on the Mirelurks down there and it took several hits to kill one. I seem to remember 1 hit kills with it from Fallout 3 but I could be mistaken.

I was level 3 with Tribal (+5 melee/unarmed damage) being my only damage increasing perk or trait and had ~ 30 unarmed skill.

I'm wondering if some of the equipment in DC might have issues due to Fallout 3 being based on DR while NV uses DT. Deathclaw Gauntlets that ignore DR won't do much good if all the monsters have DT for instance.

Another potential example for the DR vs DT issue, I fought one of the abominable mutants (not sure if I got the name right but it's the one that just punches you) from MMM. I used up over 100 rounds of 10mm pistol ammo on it and did zero damage. I killed it with a chinese officer sword but it took about 60 seconds of nonstop hacking to do it. I'm also using PN with the FWE preset which probably tweaks damage.

I typically start off using a varmint rifle in the early game since it's cheap and uses readily available assault rifle ammo but from what I've noticed it's fairly inept except when used as a sniper rifle for head shots. If I upgrade to a .223 pistol then I can start killing things without requiring a head shot.

Ahh so I wasn't just imagining things then, good to know. Just seemed odd that a regular crowbar works better than a Deathclaw Gauntlet given the difficulty involved in getting schematics and components for the gauntlet.